Commit Graph
828 Commits
Author SHA1 Message Date
Wassim SAMADandClaude Opus 4.7 c16878c876 Phase 5 Stage D fence: port MoveFenceTool to DragAction (whole-fence move)
Third Stage D affordance port (302 LoC legacy → action + thin wrapper).

The action (`actions/move.ts`) uses the live-drag exception documented
in editor/wiki/architecture/tools.md: visual-only updates via
`sceneRegistry.nodes.get(id).position` + `useLiveTransforms` during
the drag, no scene mutations. Avoids re-rebuilding the fence geometry
(many posts + infill panels) every pointer tick. Commit performs the
single-undo dance — writes final start/end to scene, geometry rebuilds
once, Ctrl-Z reverses the whole drag.

Linked-fence cascade follows the same shape as MoveFenceEndpoint —
any fence in the same parent that shared an endpoint at activation
moves with the drag.

`getRegistryAffordanceTool` extracted to
`tools/shared/affordance-dispatch.ts` so move-tool.tsx and
tool-manager.tsx share the lazy-load helper (no duplicate caches).

MoveTool dispatch gains a generic `affordanceTools.move` check after
the capability-driven `movable` shortcut — fence routes through here;
wall / slab / etc. fall through to their legacy per-kind chain until
their D ports land.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 18:19:51 -04:00
Wassim SAMADandClaude Opus 4.7 36c48b7fc9 chore: biome auto-format pass (resolve persistent dirty-tree noise)
These files had been showing as modified in every dev session — biome's
canonical formatting (line-length collapses, import sort, type-modifier
placement) didn't match the committed state. No semantic changes.
Committing now so the working tree stays clean across sessions.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 18:19:15 -04:00
Wassim SAMADandClaude Opus 4.7 5e67ffd4e8 fence curve: single-undo dance in commit — fix undo skipping past drag
The previous commit() just returned true, relying on
createDragSession.terminate() to resumeHistory. But that alone never
captures the drag in zundo's pastStates — the pause window's mutations
are skipped entirely. After commit, Ctrl-Z jumped past the curve *and*
past the prior fence creation.

Adds the same dance now used by move-endpoint: restoreAll →
resumeHistory → re-apply the final draft. Zundo records one undo step
for the whole drag. cancel() becomes a no-op (orchestrator's
restoreAll covers it).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 17:57:51 -04:00
Wassim SAMADandClaude Opus 4.7 05efa25edb Phase 5 Stage D fence: port MoveFenceEndpointTool to DragAction
Second Stage D affordance port (425 LoC legacy → ~430 split across
action + wrapper). All math (snap, linked-fence cascade, alt-detach,
min-length gate, single-undo dance) lives in the pure
`moveFenceEndpointDragAction`. The React wrapper handles the UI
overlays (cursor sphere, Drag/Detach badge, angle label) and the live
state subscriptions.

The action introduces the single-undo dance pattern for multi-write
commits: `commit()` calls `scene.restoreAll()` → `resumeHistory()` →
re-applies the final draft so zundo records the entire drag as one
undo step. Reusable shape for slab/wall/door endpoint ports.

Transitional exports added to `@pascal-app/editor`'s public surface
(`snapFenceDraftPoint`, `isWallLongEnough`, the segment-angle helpers,
`MovingFenceEndpoint`). Stage F cleanup moves these into
`@pascal-app/nodes` once every consumer is registry-driven.

`getRegistryAffordanceTool` is now generic (`ComponentType<any>`) so
affordances with different prop shapes (`{ node }`, `{ target }`, …)
all dispatch through the same helper.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 17:51:04 -04:00
Wassim SAMADandClaude Opus 4.7 ee309ece6f drag-session: dispose() is now silent — does not fire onCancel
The previous dispose() was documented as "equivalent to cancel()" and
fired onCancel. That breaks React StrictMode's mount → cleanup → mount
cycle for useDragAction consumers: the first cleanup's onCancel resets
the parent state machine (e.g. setCurvingFence(null)), which unmounts
the component before the second mount runs. Net result: the tool blinks
in and out instantly.

dispose() now restores scene state + resumes history but skips onCancel.
Explicit cancel() still fires onCancel (Esc / external aborts). New
test locks this in.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 17:35:28 -04:00
Wassim SAMADandClaude Opus 4.7 1082b62552 useDragAction: activation-click grace + curve fence commit sfx
The legacy CurveFenceTool ignored grid:click for 150ms after mount —
otherwise the very click that activates a tool (e.g. the floating menu
"curve" button) cascades through the R3F drei <Html> portal into the
grid, fires grid:click on the just-mounted tool, and commits the drag
before any preview move runs. The new useDragAction was missing this
guard, so the Stage D fence curve port "click → place sfx → exit"
without ever letting the user adjust.

Adds `activationGraceMs` (default 150) on useDragAction; ports the
sfx:item-place commit emission into FenceCurveTool so the kind-owned
tool matches legacy UX. Same guard will cover the upcoming Stage D
ports (endpoint move, whole-fence move, placement, plus
slab/ceiling/wall D).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 17:29:04 -04:00
Wassim SAMADandClaude Opus 4.7 8ca9686b27 Phase 5 Stage D: fence curve affordance → registry DragAction
First Stage D port — `CurveFenceTool` (178 LoC legacy) split into a pure
`DragAction` primitive (`packages/nodes/src/fence/actions/curve.ts`) plus
a thin React wrapper (`packages/nodes/src/fence/curve-tool.tsx`) that
feeds it through `useDragAction`. The kind declares the affordance via
`def.affordanceTools.curve`; ToolManager lazy-loads it at runtime when
`useEditor.curvingFence` activates. Falls back to the legacy
`CurveFenceTool` for any kind that hasn't been ported.

The lazy-load dispatch dodges the editor→nodes circular dep (nodes
already depends on editor for `useDragAction` + `CursorSphere`).

Establishes the pattern for the remaining fence affordances
(`MoveFenceEndpoint`, `MoveFence`, placement) and for slab/ceiling/wall
D ports.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 17:18:30 -04:00
Wassim SAMADandClaude Opus 4.7 95645d8e37 SelectionManager: route furnish-category registry kinds through furnish phase
Shelf clicks in 3D weren't selecting: getSelectionTarget routed shelf
(category='furnish') to the furnish phase, but furnish.isValid hard-
coded `node.type !== 'item'` and rejected shelf. Click switched phase,
nothing selected.

Fix: extend furnish.isValid to also accept registry-driven kinds whose
def.category === 'furnish' AND def.capabilities.selectable. Item's
asset.category door/window special-case stays first.

Future furnish-category kinds (tables, lamps, etc.) are selectable in
furnish phase without further changes.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 17:03:22 -04:00
Wassim SAMADandClaude Opus 4.7 9aec943740 Phase 5 Stage C: item floor plan — all 9 kinds now at Stage C
Item is the last Stage A-only kind to gain def.floorplan. Closes Stage C
across every registered kind.

Files added:
 - nodes/src/item/floorplan.ts: buildItemFloorplan inlines a self-
   contained parent-chain transform walker using `ctx.resolve`. Mirrors
   the legacy `getItemFloorplanTransform` math from editor/lib/floorplan/
   items.ts:
     * Wall parent: rotate item.position by wall's angle, anchor at
       wall.start, handle wall-side attachTo via wall.thickness offset.
     * Item parent (nested): recurse for parent's transform.
     * Level / slab / ceiling parent: item.position is level-local.
   Returns a rotated width × depth rectangle. asset.floorPlanUrl image
   overlay deferred for Phase 5 follow-up.

Files changed:
 - nodes/src/item/definition.ts: wires `floorplan: buildItemFloorplan`.
 - floorplan-panel.tsx: floorplanItemEntries useMemo short-circuits to
   [] when nodeRegistry.has('item'). Phase 6 deletes the entire useMemo.

Stage C coverage (all 9 registered kinds):
 shelf  spawn  fence  slab  ceiling  wall  door  window  item 

Next sessions: Stage B for door / window / wall (each large geometry
extraction), Stage D per kind (DragAction affordance ports), Stage E
(drop legacy panels), Phase 6 Stage F cleanup.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 16:50:30 -04:00
Wassim SAMADandClaude Opus 4.7 9bcb25d0aa Phase 5 Stage C continued: wall, door, window now in registry floor plan
Three remaining kinds at Stage C this session:

wall → C
 - buildWallFloorplan: uses ctx.siblings to gather other walls in the
   level, runs calculateLevelMiters, computes plan footprint via
   getWallPlanFootprint. Same visual output as legacy.
 - getFloorplanWall thickness exaggeration inlined (~25 lines from
   editor/lib/floorplan/walls.ts) to keep nodes/wall self-contained.
 - floorplan-panel.tsx's wallPolygons short-circuits to [] when wall
   is registered.
 - Performance note: recomputes level miter data per wall (O(N²) for N
   walls in a level). Acceptable for typical scenes; ctx.levelData?.
   miters optimization deferred to Stage B's wall design pass.

door → C
 - buildDoorFloorplan: inlines getOpeningFootprint math from
   floorplan-panel.tsx (40 lines, pure math). Uses ctx.parent as the
   wall to compute direction + perpendicular for the cutout footprint.
 - Returns null when parent isn't a wall (orphaned doors during
   placement).

window → C
 - buildWindowFloorplan: same shape as door, glass-blue tint to
   distinguish visually.

Both share the legacy openingsPolygons gating:
 - floorplan-panel.tsx's openingsPolygons useMemo filters per kind so
   a partial migration still works (e.g., if only door registers, only
   doors get skipped). When both registered, returns [] entirely.

Item C intentionally deferred — needs parent-chain transform helpers
(buildFloorplanItemEntry / getItemFloorplanTransform from editor/lib/
floorplan/items.ts) exposed publicly or moved into core. A focused
session is the right place to design that boundary.

Stage B for door / window / wall still pending — each is a focused
session per kind (large geometry math extractions, wall needs ctx.
levelData design).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 16:43:53 -04:00
Wassim SAMADandClaude Opus 4.7 969b154b08 Phase 5 depth-first: spawn C, fence B+C, slab B+C, ceiling C
Depth-first session: drive registered kinds through Stage B (pure
def.geometry, drop system re-export) and Stage C (def.floorplan,
short-circuit legacy inline rendering in floorplan-panel.tsx).

spawn → C
 - buildSpawnFloorplan wired on definition (was written but deferred
   to avoid double-render).
 - floorplan-panel.tsx's floorplanSpawnEntries useMemo short-circuits
   to [] when nodeRegistry.has('spawn').

fence → B
 - generateFenceGeometry exported from viewer; buildFenceGeometry
   wraps it in a Group+Mesh with DEFAULT_STAIR_MATERIAL.
 - def.geometry set; renderer + system fields dropped.
 - Deleted nodes/src/fence/{renderer.tsx,system.tsx}.

fence → C
 - buildFenceFloorplan: polyline along centerline (sampled for curved
   fences via sampleWallCenterline from core). Stroke width = node.thickness.
 - floorplan-panel.tsx's floorplanFenceEntries short-circuits.

slab → B
 - generateSlabGeometry exported from viewer; buildSlabGeometry wraps
   it in a Group+Mesh + cached material (preset / custom / default
   pattern preserved from legacy renderer).
 - def.geometry set; renderer + system fields dropped.
 - Deleted nodes/src/slab/{renderer.tsx,system.tsx}.

slab → C
 - buildSlabFloorplan: SVG path with outer polygon + hole subpaths
   (uses getRenderableSlabPolygon from core for wall-clipping parity).
 - floorplan-panel.tsx's slabPolygons short-circuits.

ceiling → B INTENTIONALLY SKIPPED
 - Ceiling renderer renders React children (hosted items) + uses TSL
   shader materials + named meshes that other systems poke
   (getObjectByName('ceiling-grid')). Pure def.geometry can't preserve
   that. Ceiling keeps def.renderer (the custom escape hatch) — same
   pattern item uses. Documented in ceiling/definition.ts.

ceiling → C
 - buildCeilingFloorplan: dashed-outline path with hole subpaths
   (visually distinct from slab since ceilings are above).
 - floorplan-panel.tsx's ceilingPolygons short-circuits.

Per-kind progress after this session:
 - shelf: B  C  (Stage E since brand-new)
 - spawn: A  C 
 - wall: A  (B blocked on ctx.levelData design)
 - fence: A  B  C 
 - slab: A  B  C 
 - ceiling: A  C  (B intentionally not applicable)
 - door / window / item: A  (B+C pending in future sessions)

Known test issue: `bun test` in packages/nodes fails to load
`three-bvh-csg` through the viewer's transitive imports (UMD/ESM
mismatch in Bun's test runner). The Next.js editor build works fine
because it bundles differently. Fix requires either dynamic imports
(breaks sync def.geometry contract) or test env config — deferred.
Other tests (schema, geometry, parity) pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 16:14:22 -04:00
Wassim SAMADandClaude Opus 4.7 df07f7bcb2 SelectionManager: route item to furnish phase before registry fallback
User report: items needed a double click to select after the item kind
registered (Phase 5). Root cause: `getSelectionTarget` checked
`isRegistrySelectable(node.type)` as part of the FIRST branch (which
routes to structure phase), matching `item` before the item-specific
branch below could route door/window-category items to structure +
everything else to furnish.

Effect: clicking an item triggered phase switch (structure ← furnish),
then the next click selected. Hence the double click.

Fix:
 1. Item-specific case moved to the TOP of getSelectionTarget. Its
    asset.category-driven routing (door/window items → structure;
    everything else → furnish) beats any generic registry fallback.
 2. Generic registry fallback at the bottom now reads `def.category`
    to pick the phase — `category: 'furnish'` → furnish phase,
    everything else → structure/elements. Future furnish-category
    kinds (only shelf right now) route correctly without a special
    case.
 3. `isRegistrySelectable(node.type)` clause removed from the
    structure branch — replaced by the def.category check at the
    bottom.

Net: single-click selection works for items again, and the routing
logic is now cleanly capability/category-driven instead of "all
registered kinds → structure" which was a Stage A simplification
that broke as soon as a furnish-category kind registered.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 15:29:06 -04:00
Wassim SAMADandClaude Opus 4.7 8d65be17fa Phase 5 batch kind: item migrates to registry (always-on)
Item is the first kind to use the `def.renderer` escape hatch (custom
React component with `useGLTF` + drei + interactive widgets) — not
expressible as a pure `def.geometry`. Catalog-backed + multi-host
(free / wall / wall-side / ceiling).

Files added (packages/nodes/src/item/):
 - schema.ts: re-exports ItemNode from core.
 - parametrics.ts: empty groups[]. Item parametrics come from the
   asset's catalog-defined interactive controls (toggles / sliders /
   temperature) — too dynamic for the auto-inspector at Stage A.
   Legacy ItemPanel renders the catalog-driven controls; Phase 5
   Stage E will likely use parametrics.customPanel.
 - definition.ts: capabilities (no `movable` — item move is bespoke
   MoveItemContent that handles attachTo transitions floor↔wall↔
   ceiling mid-drag; capability-driven dispatch keeps legacy mover),
   parametrics, renderer (wrap-export of ItemRenderer), system
   bundling ItemSystem + ItemLightSystem, toolHints matching the
   user's screenshot (Place item / R rotate ccw / T rotate cw /
   Shift free place / Esc cancel). defaults() casts an object
   literal with a stub asset since asset is required by the schema;
   createNode re-parses through ItemNode at runtime.
 - renderer.tsx: wrap-export of legacy ItemRenderer (~280 lines with
   useGLTF + interactive widgets — too much to duplicate at Stage A).
 - system.tsx: bundles ItemSystem + ItemLightSystem.
 - index.ts: barrel.

Files changed:
 - packages/viewer/src/index.ts: new public exports for ItemRenderer,
   ItemSystem, ItemLightSystem.
 - packages/nodes/src/index.ts: appends itemDefinition.
 - packages/editor/src/components/ui/panels/item-panel.tsx: panel
   slider-drag fix recipe applied (nodeRef pattern, drop subscribed
   updateNode dep, drop node from useCallback deps). Item panel has
   scale + position + rotation sliders all subject to the cascade.

Item is the registry's stress test for `def.renderer` escape hatch.
GLB loading via useGLTF + drei works as-is; nothing in the registry
forces a pure-geometry shape on kinds that don't fit.

Phase 5 progress: shelf  spawn  wall  fence  slab  ceiling 
door  window  item . Nine kinds on the registry. Stair / roof /
zone / containers remain.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 15:23:08 -04:00
Wassim SAMADandClaude Opus 4.7 9eced06f32 Phase 5 batch: door + window migrate to registry (always-on)
Both kinds share traits — hosted on walls, cuttable, animated open/
close state via a geometry system + animation system. Stage A
migration: register + wrap-export the legacy renderer + bundle both
per-kind systems. Pure geometry + floor-plan ports are later
milestones.

Files added (packages/nodes/src/door/, packages/nodes/src/window/):
 - schema.ts: re-export from core.
 - parametrics.ts: minimal — dimensions only. Door has 29 sliders +
   segmented controls + presets in its legacy panel; window has 15+
   sliders. Auto-inspector can't cover them at Stage A — legacy
   panel keeps rendering via panel-manager.tsx case fall-through.
   Stage E may extend parametrics or use parametrics.customPanel
   escape hatch.
 - definition.ts: capabilities (no `movable` — wall-bound drag is
   bespoke; capability-driven dispatch keeps legacy MoveDoorTool /
   MoveWindowTool), parametrics, renderer, system. defaults() uses
   `DoorNode.parse({...stub})` to leverage zod's schema-level
   `.default()` annotations — door has 40+ fields, window has 20+;
   listing them inline duplicates the schema.
 - renderer.tsx: wrap-export of legacy DoorRenderer / WindowRenderer
   (thin 33-36 lines each).
 - system.tsx: bundles each kind's TWO systems — DoorSystem +
   DoorAnimationSystem, WindowSystem + WindowAnimationSystem. Both
   per-kind systems mount via RegisteredSystems when the kind is
   registry-driven; `<LegacySystem kind="door|window">` wrappers
   around each individual system short-circuit.
 - index.ts: barrel.

Files changed:
 - packages/viewer/src/index.ts: new public exports for DoorRenderer,
   DoorSystem, DoorAnimationSystem, WindowRenderer, WindowSystem,
   WindowAnimationSystem.
 - packages/nodes/src/index.ts: appends doorDefinition + windowDefinition.
 - packages/editor/src/components/ui/panels/door-panel.tsx + window-
   panel.tsx: panel slider-drag fix recipe applied. Drop the
   subscribed `updateNode` action, drop the `node` dep from
   handleUpdate / previewDoorUpdate / commitDoorPreview useCallbacks.
   Use useScene.getState() inside. Door panel has 29 SliderControls,
   window 15+ — both at high risk of the Maximum update depth
   cascade without the fix.

Phase 5 progress: shelf , spawn , wall , fence , slab , ceiling ,
door , window . Eight kinds on the registry. Item / stair / roof /
zone / containers remain.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 15:10:17 -04:00
Wassim SAMADandClaude Opus 4.7 2dd50fa5be Phase 5 batch kind: ceiling migrates to registry (always-on)
Structurally identical to slab. Stage A migration: registers the kind,
wraps the legacy renderer + system, applies the panel slider-drag fix
recipe.

Files added (packages/nodes/src/ceiling/):
 - schema.ts: re-exports CeilingNode from core.
 - parametrics.ts: height slider only. Polygon + holes via floor-plan
   editors.
 - definition.ts: capabilities (no `movable`, `surfaces.top` mapped to
   `height`), relations (hosts: ['item'] for ceiling-mounted lights /
   fans, cascadeDelete: 'descendants'), toolHints, parametrics.
 - renderer.tsx: wrap-export of legacy CeilingRenderer. The legacy
   renderer uses TSL shader code for grid-line patterns (~100 lines);
   not worth duplicating at Stage A. Per-stage migration plan in
   plans/editor-node-registry.md moves the renderer body into this
   folder at Stage B/F.
 - system.tsx: re-exports legacy CeilingSystem.
 - index.ts: barrel.

Files changed:
 - packages/viewer/src/index.ts: new public exports for CeilingRenderer
   + CeilingSystem.
 - packages/nodes/src/index.ts: appends ceilingDefinition.
 - packages/editor/src/components/ui/panels/ceiling-panel.tsx: panel
   slider-drag fix recipe applied (nodeRef pattern, useScene.getState()
   inside handler, drop subscribed updateNode dep) so the height
   slider doesn't trigger the same cascade fence + wall + slab fixed.

Phase 5 progress: shelf , spawn , wall , fence , slab , ceiling .
Six kinds on the registry. Door / window / item / stair / roof / zone
follow.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 14:32:01 -04:00
Wassim SAMADandClaude Opus 4.7 4891f681f3 Phase 5 batch kind: slab migrates to registry (always-on)
Same shape as fence — thin renderer + system re-export, capabilities
declared, panel slider-drag fix recipe applied. Pure geometry +
floor-plan ports are later milestones.

Files added (packages/nodes/src/slab/):
 - schema.ts: re-exports SlabNode from core.
 - parametrics.ts: elevation slider only. Polygon + holes edited
   via floor-plan boundary / hole editors, not number inputs.
 - definition.ts: capabilities (no `movable` — slab move is bespoke
   whole-translation through MoveSlabTool that integrates with the
   boundary editor; capability-driven dispatch keeps the legacy mover),
   surfaces.top with elevation-as-height for stacked items, relations
   (hosts: ['item'], cascadeDelete: 'descendants'), toolHints (trace /
   finish / cancel for the placement tool).
 - renderer.tsx: thin placeholder mesh + markDirty on mount + node
   events + cached material via the same getSlabMaterial pattern as
   the legacy renderer (preset apply on shared material instance).
 - system.tsx: re-exports the legacy SlabSystem from viewer.
 - index.ts: barrel.

Files changed:
 - packages/viewer/src/index.ts: exports SlabSystem (already had
   DEFAULT_SLAB_MATERIAL, applyMaterialPresetToMaterials, createMaterial
   from earlier exports).
 - packages/nodes/src/index.ts: appends slabDefinition unconditionally
   to builtinPlugin.nodes.
 - packages/editor/src/components/ui/panels/slab-panel.tsx: applied
   the panel slider-drag fix recipe from plans/editor-node-registry.md
   prophylactically (nodeRef pattern, useScene.getState().updateNode
   inside handler, drop subscribed updateNode dep). Slab's elevation
   slider is the only drag-driven control in the panel — would have
   triggered the same Maximum update depth cascade as wall/fence.

No behavior change. Slab now mounts via the registry path, but the
legacy SlabSystem still does the actual polygon triangulation + hole
CSG work (re-exported, not duplicated).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 14:12:45 -04:00
Wassim SAMADandClaude Opus 4.7 fc9a5d02a0 MoveTool: dispatch by capabilities.movable, not nodeRegistry.has
User report: after wall registered, the move tool's smart sims-style
arrow UX (endpoint handles + linked-wall corner cascade + ALT-detach)
was replaced by a generic whole-wall-translate. The dispatch was
unconditionally routing every registered kind through
MoveRegistryNodeTool — but MoveRegistryNodeTool is for kinds whose
move semantics are "translate position on X/Z plane" (shelf, spawn,
single-position items). Wall / fence / slab / stair endpoint drags
are bespoke and need their legacy movers until each gets a proper
DragAction-based affordance port.

Fix: gate the registry-mover dispatch on `def.capabilities.movable`.
When a kind opts in (`movable: { axes, gridSnap }`), use the generic
mover; when a kind omits the capability deliberately (wall and fence
do), fall through to the legacy per-kind branch below.

This is the registry-aware analogue of "the registry doesn't limit
custom behavior — it lets kinds opt in to generic dispatch". Adding
`movable` is an opt-in; omitting it is an opt-out.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 14:02:29 -04:00
Wassim SAMADandClaude Opus 4.7 71b211de97 Fence + wall panels: stable handler refs via nodeRef to fix slider-drag loop
User report: dragging the Length slider on a fence triggered
"Maximum update depth exceeded" in updateNodesAction.

Root cause: the panels' `handleUpdate` / `handleUpdateLength`
useCallback deps included the subscribed `node` and `updateNode`
references. On every store tick during slider drag (one per
pointermove), Zustand notified subscribers → panel re-rendered →
new `node` ref → new handler refs → SliderControl re-rendered with
new onChange prop → its `useCallback([..., onChange])` for
handleLabelPointerMove rebuilt while pointer capture was active.
Combined with float drift in `getWallCurveLength` recomputing per
render, React eventually flagged the cascade as a
componentWillUpdate / componentDidUpdate loop.

Fix:
 - Mirror `node` into a `nodeRef` updated on every render. Handlers
   read from `nodeRef.current` instead of closing over `node`.
 - Drop the subscribed `updateNode` dep: use `useScene.getState().
   updateNode(...)` inside the handler. Same pattern ParametricInspector
   already uses for its registry-driven inspector.
 - Drop the now-redundant `useScene.getState().dirtyNodes.add(id)`
   call — updateNode's RAF markDirty already covers it.

Net effect: handler refs are stable across slider drags (only change
when `selectedId` changes). SliderControl's pointer listeners no longer
churn mid-drag. Cycle broken.

Same fix applied to wall-panel.tsx prophylactically — it has the
identical pattern and would exhibit the same loop under the right
float-drift / drag conditions.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 12:20:01 -04:00
Wassim SAMADandClaude Opus 4.7 6a4de8cff5 Drop wall + fence feature flags: register unconditionally; remove verification logs
Parity comparison against deployed prod is now cleaner than juggling
env-var flag toggles locally. Both kinds enter builtinPlugin.nodes
unconditionally; the Phase 0 dispatch shims (<LegacySystem kind="X">
wrappers + NodeRenderer's registry-first branch) handle the cutover.

Files deleted:
 - packages/nodes/src/wall/feature-flag.ts
 - packages/nodes/src/fence/feature-flag.ts

Files changed:
 - packages/nodes/src/index.ts: drops isWallRegistryEnabled /
   isFenceRegistryEnabled gates; wallDefinition + fenceDefinition
   land directly in builtinPlugin.nodes.
 - packages/nodes/src/{wall,fence}/index.ts: drop the flag re-export.
 - packages/nodes/src/{wall,fence}/renderer.tsx: drop the one-shot
   verification console.info. Same for the system.tsx wrappers.
 - packages/viewer/src/components/renderers/{wall,fence}/{wall,fence}-
   renderer.tsx: drop the paired [X:legacy] verification logs (no
   longer comparing flag-toggled paths).

Net DX: no env var to remember when starting `bun dev:community`. To
A/B test, compare against editor.pascal.app deployed prod.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 11:59:09 -04:00
Wassim SAMADandClaude Opus 4.7 9883f1cdc1 Phase 5 first batch kind: fence migrates to registry behind feature flag
Same shape as wall milestone B — thin renderer + system re-export, no
geometry / floor-plan / tool ports yet (later milestones). Feature flag
NEXT_PUBLIC_USE_REGISTRY_FOR_FENCE gates the dispatch flip.

Files added (packages/nodes/src/fence/):
 - schema.ts: re-exports FenceNode from core.
 - parametrics.ts: dimensions / posts / style fields for the auto-
   inspector. Endpoints + curveOffset edited via tools, not in
   parametrics.
 - feature-flag.ts: mirrors the wall flag pattern.
 - definition.ts: capabilities (snappable + surfaces sides +
   selectable + duplicable + deletable), relations (linkedBy
   endpoint-match, no hosts, no affectsSpatial — matches legacy),
   parametrics, renderer, system, toolHints (Left click / Shift /
   Esc — fence has no helper file today so this adds a panel where
   there wasn't one). Tool field absent: fence has 4 tools (build,
   curve, move, move-endpoint) wired through editor state, not the
   registry dispatch — they keep running unchanged.
 - renderer.tsx: thin placeholder mesh + markDirty on mount + node
   events + DEFAULT_STAIR_MATERIAL (matches legacy material reuse).
   Verification log fires once on first mount.
 - system.tsx: re-exports the legacy FenceSystem from viewer.
   Verification log on mount/unmount confirms the bundle activates.
 - index.ts: barrel.

Files changed:
 - packages/viewer/src/index.ts: new exports for FenceSystem and
   DEFAULT_STAIR_MATERIAL so the @pascal-app/nodes bundle can
   compose them without reaching into viewer internals.
 - packages/viewer/src/components/renderers/fence/fence-renderer.tsx:
   paired one-shot legacy verification log so the dispatch path is
   unambiguous from the browser console.
 - packages/nodes/src/index.ts: conditional fenceEntries appended to
   builtinPlugin.nodes based on isFenceRegistryEnabled. With the flag
   off (default), behavior is unchanged; with it on, Phase 0 shims
   switch fence to the registry path — legacy <FenceRenderer> and
   <LegacySystem kind="fence"><FenceSystem /></LegacySystem> short-
   circuit, the bundled system.tsx re-mounts FenceSystem via
   RegisteredSystems, and the new renderer takes over the dispatch.

No behavior change with the flag off. With it on, behavior should be
byte-identical (same FenceSystem code, same priority, same geometry
path).

Phase 5 batch order continues with slab / ceiling / door / window /
item / etc. as flagged migrations after fence parity signs off.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 11:50:41 -04:00
Wassim SAMADandClaude Opus 4.7 713ef5009e Floor-plan registry: snap, real-SVG move, commit on pointerup, placement events
Four issues in one pass:

1. Move snaps to grid

   MoveOverlay's cursor is now snapped via snapPointToGrid([m.x, m.y],
   GRID_STEP=0.5). Matches the 3D shelf tool's placement step so 2D
   and 3D placement feel identical.

2. Move translates the actual rendered SVG, not a ghost

   MoveOverlay no longer portals a 50%-opacity ghost. Instead it finds
   the rendered [data-node-id] <g> inside the floor-plan scene and sets
   its `transform` attribute imperatively each pointermove. The inner
   group's translate(px pz) rotate(deg) stays untouched — the outer
   transform composes as a pure delta. Same "smooth move" pattern as
   the 3D MoveRegistryNodeTool: no React re-renders, no zundo bloat,
   the actual shape follows the cursor with full fidelity.

3. Click commits the position (previously did nothing)

   Switched from `window click` (with capture + composedPath check)
   to `window pointerup`. Pointerup fires reliably regardless of
   click-vs-drag semantics in the floor-plan panel's pointer-down
   handlers (which can preventDefault on certain modes and suppress
   the synthesized click). Target check uses
   `target.closest('[data-floorplan-scene]')` instead of composedPath
   for cross-browser SVG reliability.

4. Clicking in floor plan with shelf tool active creates a shelf

   Root cause: `isFloorplanGridInteractionActive` is a hardcoded OR of
   build/move modes that doesn't include registry kinds, so the panel
   never emits `grid:click` / `grid:move` for them. Shelf tool listens
   on those events; without them, clicks were silently dropped.

   Fix: new `isRegistryToolBuildActive` derived from
   `mode === 'build' && tool != null && nodeRegistry.has(tool)` — added
   to the OR chain. Future Phase 5 kinds (fence, item, etc.) inherit
   floor-plan placement automatically the moment they register a tool.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 11:35:15 -04:00
Wassim SAMADandClaude Opus 4.7 773b58ccd4 Floor-plan: registry-driven action menu + cursor-driven move overlay
Two new files in packages/editor/src/components/editor-2d/ keep the
work out of the 18k-line floorplan-panel.tsx monolith. The panel
itself gets only four tiny additions (two imports, two component
mounts, one data attribute).

<FloorplanRegistryActionMenu>
 - Reads useViewer.selection — when a registered kind is selected and
   we're not in a move state, queries the rendered [data-node-id] <g>
   for its bounding rect (polled via rAF for pan/zoom/move reactivity).
 - Portals an HTML overlay above the bounding box with the existing
   <NodeActionMenu>. Buttons gated by def.capabilities:
     * Move → setMovingNode(node)
     * Duplicate → structuredClone + schema.parse + createNode + set
       movingNode (placement cursor) — matches 3D duplicate UX.
     * Delete → deleteNode(id) + clear selection.
 - Same visual styling as the legacy <FloorplanActionMenuLayer> per
   kind, but driven by registry data.

<FloorplanRegistryMoveOverlay>
 - Activates when useEditor.movingNode is a kind with def.floorplan.
 - Listens on window for pointermove (to track cursor in floor plan
   meters via the scene <g>'s getScreenCTM — matches the legacy
   getSvgPointFromClientPoint coordinate path so cursor → meters
   accounts for pan/zoom/building rotation).
 - Renders a 50%-opacity ghost via portal into the floor-plan scene
   <g>. Builder reused from def.floorplan — no per-kind ghost code.
 - Click commits via updateNode({ position: [cx, oldY, cz] }) and
   clears movingNode. Clears `isNew` metadata on duplicates so they
   don't loop. Esc cancels.

floorplan-panel.tsx touches:
 - Two imports (action menu + move overlay).
 - data-floorplan-scene="" attribute on the floorplanSceneRef <g>
   so the overlay can find the scene without sharing a ref.
 - <FloorplanRegistryActionMenu /> mounted alongside the legacy
   action menu layer.
 - <FloorplanRegistryMoveOverlay /> mounted inside the SVG tree
   alongside the registry render layer.

FloorplanRegistryLayer: also stopPropagation on click events so the
outer SVG's onClick={handleBackgroundClick} doesn't deselect right
after our pointerDown sets selection. Fixes "click-in-2D doesn't
select" bug.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 11:18:45 -04:00
Wassim SAMADandClaude Opus 4.7 a3fb5bd622 FloorplanRegistryLayer: strip drag-to-move, keep click-to-select
The drag-with-grab-cursor model was wrong design — 3D doesn't drag,
it uses select → inspector "Move" button → click-to-place. Floor
plan should match. Drag also had a coord-conversion bug (used outer
<svg> CTM instead of the floorplanSceneRef <g>, so screen→meter
conversion didn't account for the floor plan's pan/zoom/building-
rotation transforms).

Strips the drag pointerdown/move/up handlers, the imperative
transform override, the temporal pause bracketing, and the global
window listeners. Cursor goes back to 'pointer'. Only click-to-
select remains.

The right pattern (move via inspector / action menu + cursor-driven
placement) needs:
 - Registry-aware FloorplanActionMenuLayer path
 - Generic movingNode handler in floor-plan-panel for any registered
   kind with capabilities.movable
 - Shared floorplanSceneRef for accurate coord conversion
Both flagged in the plan as Phase 4 follow-on gaps with their
acceptance criteria. 3D-realtime-sync-while-moving is documented as
deferred (legacy doesn't do it for any kind either; design + ship
in a dedicated PR later).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 11:02:44 -04:00
Wassim SAMADandClaude Opus 4.7 d10d7f8deb Phase 4 follow-on: floor-plan interaction + def.toolHints + spawn floorplan builder
Three additions on top of the floor-plan registry contract:

1. def.toolHints + RegisteredToolHelper (registry contract for the
   shortcut hint panel)

   - New ToolHint type in core: { key, label } static array.
   - Added `def.toolHints?: ToolHint[]` to NodeDefinition.
   - New <RegisteredToolHelper hints={...}> in editor — same visual
     styling as WallHelper / ItemHelper but data-driven.
   - HelperManager: registry-first check before falling through to the
     hand-written per-tool switch. Per-tool helper files get deleted
     as their kind migrates `toolHints` in.
   - Shelf + spawn definitions ship toolHints today; wall ports in
     Phase 3 Milestone C alongside its tool/affordance port.

2. Floor-plan interaction layer (selection + drag-to-move)

   - <FloorplanRegistryLayer> now wraps each entry in an interactive
     <g>:
       * Click → useViewer.setSelection({ selectedIds: [id] }).
         Selection visual is a thicker accent-colored stroke applied
         via withSelectionStyle() recursion through the FloorplanGeometry
         tree — kinds don't author selection decoration.
       * Drag → imperative SVG transform during the gesture, single
         updateNode commit on pointerup. Same "smooth move" pattern as
         MoveRegistryNodeTool for 3D drag: no per-tick store update,
         no React re-render storm, no zundo bloat. Coordinate
         conversion via svg.getScreenCTM().inverse().
       * useScene.temporal.pause/resume brackets the gesture so one
         drag = one undo step.
   - Global pointermove / pointerup listeners so the gesture survives
     the cursor leaving the entry's bounding box (matches the legacy
     elevator-resize-drag and item-drag patterns in floorplan-panel).

3. Spawn floor-plan builder (deferred wiring)

   - buildSpawnFloorplan written but NOT wired on the definition —
     spawn already renders in the legacy floorplan-panel.tsx via
     `floorplanSpawnEntries`, and wiring def.floorplan now would
     double-render. The pure builder lives in nodes/src/spawn/
     floorplan.ts ready to wire when the legacy inline branch is
     removed (Phase 5 spawn-floorplan migration PR — same shape as
     wall's feature flag, but per kind inside the legacy panel).

Plan updated: floor-plan interaction section locks the click/drag
contract in, wall-floor-plan-as-legacy note flags everything advanced
the user sees today as legacy that ports alongside Milestone C.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 10:51:22 -04:00
Wassim SAMADandClaude Opus 4.7 ac36297e7e Phase 4 follow-on: registry-driven floor-plan rendering + shelf port
Adds the floor-plan side of the three-checkbox composition model
documented in wiki/architecture/node-definitions.md. Mirrors the 3D
side (def.geometry → <GeometrySystem> → <ParametricNodeRenderer>) but
emits SVG primitives instead of three.js Object3Ds, and runs inside
the floor-plan panel.

Type-side (packages/core/src/registry/types.ts):
 - New FloorplanGeometry tagged union covering path / polygon /
   polyline / rect / circle / line / group. FloorplanStyle props map
   straight to SVG attributes. Coordinates are level-local meters;
   rotations are radians (three.js convention).
 - New `def.floorplan?: (node, ctx) => FloorplanGeometry | null` field
   on NodeDefinition, independent of `geometry` and `renderer`. Re-
   exported via packages/core/src/registry/index.ts.

Runtime (packages/editor):
 - <FloorplanGeometryRenderer> walks the FloorplanGeometry tree and
   emits the matching React-SVG elements. Pure data → DOM; no per-kind
   logic.
 - <FloorplanRegistryLayer> reads the active levelId, walks the level
   subtree, looks up each node's def.floorplan, builds a
   GeometryContext, calls the builder, and renders the output via
   FloorplanGeometryRenderer.
 - Mounted in floorplan-panel.tsx just before <FloorplanMarqueeLayer>
   so registry-driven kinds layer above legacy inline content.

Shelf migration (proof port):
 - New nodes/src/shelf/floorplan.ts — buildShelfFloorplan(node) emits
   a group with the rotation/translation transform and a width × depth
   rectangle in the shelf's color. Brackets omitted (hidden under top
   board from above).
 - Wired to shelfDefinition.floorplan. Shelf now appears in the floor
   plan view for the first time (was missing from the legacy panel's
   inline switch).

Pattern proven; every future kind migrating in Phase 5 follows the
same shape: a pure (node, ctx) => FloorplanGeometry function. As kinds
register their floor-plan builders, the corresponding inline branches
in floorplan-panel.tsx become dead code and can be deleted in the
same PR.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 10:34:42 -04:00
Wassim SAMADandClaude Opus 4.7 3f3818f3b0 Phase 4: generic GeometrySystem + ParametricNodeRenderer; shelf ports off renderer/system files
Lands the three-checkbox composition runtime documented in
wiki/architecture/node-definitions.md. A kind with only a pure
geometry function now needs zero per-kind React or system code.

Type-side additions (packages/core/src/registry/types.ts):
 - New `GeometryContext` (resolve / children / siblings / parent) — read-
   only scene access for builders that reference other nodes by ID
   (wall miters, door cutouts). Most kinds ignore it.
 - New `geometry?: (node, ctx) => Object3D` field on NodeDefinition,
   independent of renderer/system. Three orthogonal opt-ins replace the
   v0 RendererSource union.
 - Re-exported via packages/core/src/registry/index.ts (consumed by
   nodes packages through `export * from './registry'`).

Runtime (packages/viewer):
 - New <GeometrySystem> (systems/geometry/geometry-system.tsx) walks
   dirtyNodes, builds a GeometryContext per dirty node, calls
   def.geometry, disposes old children, attaches new ones, clearDirty.
   Frame priority 2 (matches the priority shelf's per-kind system had).
   Mounted in viewer/index.tsx alongside <RegisteredSystems>.
 - New <ParametricNodeRenderer> (components/renderers/parametric-node-
   renderer.tsx) — empty <group> + useRegistry + useNodeEvents +
   markDirty-on-mount + useLiveTransforms. Mounts hosted children via
   <NodeRenderer> recursively. The default renderer for any registered
   kind without a custom def.renderer.
 - <NodeRenderer> dispatch updated: custom renderer wins, else
   geometry-only kinds fall through to ParametricNodeRenderer, else
   null (legacy switch fallback). Documented inline.

Shelf migration (proof of the boilerplate collapse):
 - Deleted nodes/src/shelf/renderer.tsx (was 45 lines of registry +
   handler boilerplate).
 - Deleted nodes/src/shelf/system.tsx (was 60 lines of dirty-loop +
   dispose plumbing).
 - shelfDefinition now: `geometry: buildShelfGeometry`. One line.
   buildShelfGeometry is the pure function from geometry.ts that already
   existed.

End-to-end effect: registry-driven shelf now mounts via the framework's
generic renderer + system. Parametric edits flow through the same
dirty-driven rebuild path, but the kind ships ~100 fewer lines of
boilerplate. Every future kind that fits the same shape (item, fence
segment, column, etc. as they migrate in Phase 5) follows the same
"one line, one pure function" pattern.

Wall stays on its dedicated def.renderer + def.system — its mitering
needs level-batch context (`ctx.levelData?.miters`, future extension)
that the generic system doesn't yet provide. Decided at Phase 3+, not
blocking Phase 4 acceptance.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 10:03:51 -04:00
Wassim SAMADandClaude Opus 4.7 60117e848b WallSystem: throttle adjacent-wall rebuild during drag
Endpoint drags fire markDirty(wallId) on every pointermove tick. The
old behavior rebuilt the dragged wall AND every wall sharing a junction
on every tick — in a 4-corner room with doors, that's 4× the CSG
+miter pass per tick. Visible as drag lag.

New behavior: the dragged wall rebuilds every tick (so the drag tracks
the cursor with full fidelity, cutouts and all). Adjacent walls are
queued in pendingAdjacentByLevel and rebuilt on the trailing edge —
80ms after the dirty stream stops. The corners snap into their correct
miter joins ~80ms after release, which is the standard CAD-app
"rubber-band the dragged element, fix neighbors on commit" pattern.

Module-level singleton state for the queue + timestamp — WallSystem is
mounted exactly once globally, so module state is the right scope.

Expected speedup:
- t-junction drag: ~3× (was 3 walls/tick, now 1)
- 4-corner room with door per wall: ~4×

The trailing flush condition (!hasDirtyWalls && now - lastWallDirtyAtMs
>= DRAG_FLUSH_MS) means single edits (non-drag) pay an 80ms latency
before neighbors miter correctly. Acceptable for now; the real fix is
the affordance/tool port (Milestone C) which will explicitly signal
"drag in progress" so we can drop the heuristic. Until then this is a
substantial drag-perf win for zero risk.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 09:42:04 -04:00
Wassim SAMADandClaude Opus 4.7 375914a07c Wall: paired verification logs for registry vs legacy dispatch
Three one-shot console.info calls so the Phase 3 milestone-B parity
check is unambiguous from the browser console alone:

- [wall:registry] system bundle mounted — fires when RegisteredSystems
  lazy-loads nodes/src/wall/system.tsx (exactly once per viewer mount
  when the flag is on).
- [wall:registry] first WallRenderer mounted — fires once when the
  first registry-driven WallRenderer mounts.
- [wall:legacy] first legacy WallRenderer mounted — fires once if the
  legacy path is active (flag off, or kind not registered).

Module-level booleans gate the renderer logs so they don't spam in
scenes with many walls. Drop all three alongside the feature flag at
Phase 3 sign-off.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 09:18:36 -04:00
Wassim SAMADandClaude Opus 4.7 02aeca8439 Wall Phase 3 milestone B: runtime port behind feature flag
Brings the wall kind onto the registry path when
NEXT_PUBLIC_USE_REGISTRY_FOR_WALL=true; default-off keeps wall on its
legacy path unchanged.

Files added:

- nodes/src/wall/renderer.tsx — thin placeholder-mesh mount point.
  Identical pattern to the legacy WallRenderer: registers ref via
  useRegistry, marks dirty on mount, renders hosted children
  recursively via NodeRenderer. The legacy WallSystem fills geometry
  on the next frame regardless of which mount path is active.

- nodes/src/wall/system.tsx — a bundle component that renders
  <WallSystem /> + <WallCutout /> (both re-exported from viewer).
  Registered via def.system with priority 4 to mirror the legacy
  WallSystem's useFrame priority. Zero logic duplication — the
  ~970 lines of CSG/mitering/cutaway code stays in viewer.

Files changed:

- packages/viewer/src/index.ts — new exports for WallSystem, WallCutout,
  and NodeRenderer. The first two so the registry-driven system bundle
  can compose them; NodeRenderer so any parent kind (wall, slab,
  ceiling, building) can recursively render hosted children without
  reaching into viewer internals.

- nodes/src/wall/definition.ts — adds renderer + system fields. Tool
  field stays absent (wall placement / endpoint drag remain bespoke
  for now; the affordance port is a later milestone).

- nodes/src/index.ts — conditionally appends wallDefinition to
  builtinPlugin.nodes based on isWallRegistryEnabled(). With the flag
  off, the array is identical to before this commit; with it on,
  Phase 0 dispatch shims switch wall to the registry path:
    * <LegacySystem kind="wall"> around WallSystem returns null
    * <LegacySystem kind="wall"> around WallCutout returns null
    * <NodeRenderer> takes the registry-first branch and mounts the
      new renderer instead of the legacy switch case for 'wall'
    * RegisteredSystems mounts the new system bundle, which re-mounts
      the same WallSystem + WallCutout components from viewer

No behavior change with the flag off. With the flag on, behavior should
be byte-identical (same components, same priority, same geometry path).
Manual verification next: place walls, t-junctions, walls-with-doors
with the flag toggled both ways; confirm visual + interactive parity.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 09:00:15 -04:00
Wassim SAMADandClaude Opus 4.7 0a723fa1f2 Wall Phase 3 milestone A: registry skeleton (metadata only)
Lays down the wall folder under @pascal-app/nodes with everything needed
to register the kind, but intentionally without runtime wiring:

- schema.ts re-exports WallNode from core (door/window/item still type
  their parentId against WallNode.shape.id, so the schema stays canonical
  there for now).
- parametrics.ts declares thickness / height / curveOffset for the Phase 4
  inspector. Endpoints and host children are edited via affordances, not
  number inputs, so they're not in parametrics.
- definition.ts encodes capabilities (surfaces, selectable, duplicable,
  deletable — no movable since wall's move is bespoke endpoint-drag),
  relations (hosts doors/windows/items, affectsSpatial slabs/ceilings/
  zones, linkedBy endpoint-match, cascadeDelete descendants), and the
  presentation metadata for the palette. Renderer / system / tool fields
  are deliberately absent — the existing wall-renderer.tsx and
  wall-system.tsx keep serving wall until milestone B.
- feature-flag.ts gates the eventual registration via
  NEXT_PUBLIC_USE_REGISTRY_FOR_WALL (same pattern Phase 2 used for spawn).
- wallDefinition is NOT yet appended to builtinPlugin.nodes — registration
  is what flips the Phase 0 dispatch shims, and we don't want that until
  the runtime port lands. Until then this file is metadata-only.

Two type-side changes pulled forward from Phase 4 to make a metadata-only
definition compile:

- NodeDefinition.renderer becomes optional (the three-checkbox model
  documented in wiki/architecture/node-definitions.md already promises
  this). RegistryRenderer in node-renderer.tsx gains a null-guard so an
  undefined renderer cleanly falls through to the legacy switch.

No runtime behavior change. Walls render and behave exactly as before.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 08:48:58 -04:00
Wassim SAMADandClaude Opus 4.7 7b946ce8b7 wiki: add node-definitions doc for three-checkbox composition model
New page covering the geometry/renderer/system trio that registry-driven
kinds opt into. Documents:

- The three optional fields on NodeDefinition and when each applies
- Generic <GeometrySystem> + <ParametricNodeRenderer> runtime
- GeometryContext shape (resolve / children / siblings / parent)
- Combination matrix for shelf / spawn / zone / door / window / GLB items
- Migration recipe from custom renderer+system files to def.geometry
- Rules around purity, dispose-on-rebuild, register-once

renderers.md and systems.md gain "prefer registry-driven" banners and
link out to the new page. Architecture README adds the page to the
index so review-architecture skill picks it up.

The pattern was validated by the shelf spike: inline-JSX geometry was
visibly laggy on parametric edits; moving to a per-kind system reading
dirtyNodes (mirroring door/wall/item) restored smoothness. The three-
checkbox model generalises that win so most future kinds need only a
pure geometry function.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 08:29:54 -04:00
Wassim SAMADandClaude Opus 4.7 7f24593041 Shelf: move geometry build into a system, slim renderer
Follows the renderer/system split documented in wiki/architecture/
renderers.md and systems.md: the renderer must not run geometry
generation. Mirrors the door-renderer/door-system pattern.

- New ShelfSystem reads dirtyNodes in useFrame, retrieves the shelf's
  registered Group from sceneRegistry, swaps its children with the
  output of buildShelfGeometry(node), then clears the dirty flag.
  Geometry rebuild is fully imperative — no React work involved.
- ShelfRenderer is now a thin empty <group> that registers with
  sceneRegistry, marks the node dirty on mount, and carries the
  pointer-event handlers + live transform overrides at the root.
- Wired system into shelfDefinition so RegisteredSystems mounts it
  alongside the renderer.

Net effect: dragging shelf parametric sliders no longer re-renders
the renderer per tick — the system rebuilds meshes at frame cadence
based on dirtyNodes, the inspector's per-field subscription only
re-renders the dragged field, and the rest of the React tree stays
quiet.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 07:51:36 -04:00
Wassim SAMADandClaude Opus 4.7 f874cecf8f ParametricInspector: fine-grained per-field subscriptions
Subscribe to node.type at the top and to each field's value individually
inside FieldRenderer. Slider drags previously re-rendered the entire
inspector + every field every tick because the panel subscribed to the
whole node object (which gets a new reference on every updateNode).
Primitive field values stay === equal across unrelated mutations, so
now only the dragged field re-renders.

Handlers (move/delete/update) use useScene.getState() inside callbacks
instead of subscribing — they only need the current value, not a
reactive read.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 17:06:02 -04:00
Wassim SAMADandClaude Opus 4.7 9d17683feb Add ParametricInspector — auto-derive right-panel UI from definition.parametrics
First slice of Phase 4 work pulled in: an inspector that reads any
registered node's `parametrics` descriptor and renders the right-side
panel automatically. Verifies the parametric descriptor design end-to-end
on shelf and proves the loop (descriptor → UI → store update → render).

ParametricInspector component:
- Reads `nodeRegistry.get(node.type)?.parametrics`.
- Renders one `<PanelSection>` per group, one control per field.
- Field kinds supported in v1:
  * `number` → SliderControl with min/max/step/unit from descriptor
  * `enum`   → dark-themed <select> with prettified labels
  * `color`  → native color picker + hex input pair
  * `vec3`   → 3× SliderControl (X / Y / Z)
- Honors `field.visibleIf(node)` to gate conditional fields.
- Generic Actions footer with Move / Delete, gated on
  `capabilities.movable` / `capabilities.deletable !== false`.
- Title from `presentation.label`, defaults to `node.type`.

Wired as the `default:` arm of panel-manager.tsx's switch — registered
kinds without a hardcoded case (shelf, future kinds) get the auto-derived
panel. Spawn keeps its hand-written panel (the legacy switch catches
it first); we'll switch to registry-first dispatch when Phase 4 finishes
and the hand-written panels can be deleted.

What you can verify after this:
- Click a shelf → right panel shows Dimensions (width/depth/thickness/
  height sliders with units + bounds from the schema) + Style (bracket
  style select + color picker) + Actions (Move / Delete).
- Drag a slider → mesh updates live (store update → renderer re-renders).
- Try to set width > 3.0 — schema rejects, no update fires (the
  parametric bounds are enforced by Zod, same source of truth as MCP
  bound generation in Phase 4's MCP work).

Not in scope for this commit:
- `parametrics.customPanel?` escape hatch.
- `material` / `ref` field kinds.
- `invariants` validation feedback in the UI.
- Migration of legacy panels (spawn/column/etc.) to the auto-generated
  path — those keep working unchanged.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 16:45:57 -04:00
Wassim SAMADandClaude Opus 4.7 d254582597 MoveTool: dispatch registry-first so spawn move uses MoveRegistryNodeTool
Shim ordering bug: the `nodeRegistry.has(movingNode.type)` check sat at
the END of the dispatch chain, AFTER the per-kind `if (movingNode.type
=== 'spawn') return <MoveSpawnTool>` branches. Spawn (now registered
in builtinPlugin) was therefore still routing to the legacy
MoveSpawnTool — which uses the broken useLiveTransforms pattern and
makes the spawn mesh disappear during drag.

Moved the registry check to the TOP, matching the registry-first
dispatch model the Phase 0 shims use everywhere else (NodeRenderer,
ToolManager, system guards). Now any kind registered via
@pascal-app/nodes routes to MoveRegistryNodeTool — same smooth
imperative drag for shelf, spawn, and every future kind. Legacy
per-kind movers below run only for kinds not yet in the registry.

This is exactly how the Phase 5 progressive consolidation works: as
kinds migrate to the registry, their legacy movers stop being reached
and can be deleted.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 16:26:29 -04:00
Wassim SAMADandClaude Opus 4.7 166e860bfe Move: pure imperative via sceneRegistry (smooth, zero re-renders); drop dev logs
User feedback: updating the store per tick caused tons of React
re-renders → laggy drag. Switched to pure imperative.

MoveRegistryNodeTool now:
- Mutates `sceneRegistry.nodes.get(id).position` directly per
  grid:move tick. No useScene.updateNode during drag. No store
  change → no renderer re-render → R3F doesn't reapply
  `position={node.position}` → the imperative mutation sticks.
- On commit: single tracked `useScene.updateNode(id, { position })`.
  Undo replays one step (original → final), no per-tick spam.
- On cancel / unmount: imperatively snap the mesh back to original.
  Store was never touched so no data revert needed.

Trade-off vs the items pattern (which does update the store per tick
and re-renders per tick): our approach is faster but assumes the
renderer doesn't re-render mid-drag. Items get away with constant
re-renders because their renderer is heavily optimized; for parametric
shelves (and future kinds) the imperative path is simpler and faster.

Cleanup: removed the dev `[shelf] rendered` and `[shelf] placed`
console.info logs from the shelf renderer and tool. They were Phase 2
verification scaffolding — no longer needed now that everything works.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 16:19:37 -04:00
Wassim SAMADandClaude Opus 4.7 7bd34e5ff0 Move: update node.position directly per tick (matches item pattern)
The useLiveTransforms + sceneRegistry.position.set approach used by
MoveColumnTool is broken — column ALSO disappears during move, per
user observation. The mesh doesn't visibly follow the cursor.

Items work because their move tool directly updates the scene store's
node.position on every grid:move tick (with history paused), and the
renderer reads node.position. Matching that pattern here.

MoveRegistryNodeTool now:
- Snapshots the original position at mount (for cancel / commit
  revert path).
- Pauses scene history so per-tick updateNode calls don't fill undo.
- On grid:move: `useScene.updateNode(id, { position })`. The kind's
  registered renderer reads node.position and re-renders, so the
  actual mesh visibly follows the cursor.
- On commit: revert to original while still paused → resume → final
  update (single tracked action) → re-pause. Undo replays one step,
  not the per-tick spam.
- On cancel / unmount-without-commit: restore original position with
  history still paused (won't enter undo), then resume.

The cursor sphere stays as the aim indicator alongside the moving
mesh. No translucent ghost — the actual mesh IS the preview now.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 16:12:42 -04:00
Wassim SAMADandClaude Opus 4.7 c792f9cff2 Move: drop preview overlay, let the actual mesh follow via live transforms
User feedback: the move tool shouldn't render a separate translucent
preview. The actual mesh (registered with sceneRegistry through the
kind's renderer) should follow the cursor — that's what's already
happening via useLiveTransforms + the imperative position.set on the
registered Object3D.

Removed from MoveRegistryNodeTool:
- The lazy `def.preview` load + Suspense-wrapped <Preview> render.
- Now only CursorSphere shows as the aim indicator. The shelf's
  actual rendered mesh follows the cursor via:
  - `useLiveTransforms.set(...)` triggers ShelfRenderer to re-render
    with `position={liveTransform.position}`.
  - `sceneRegistry.nodes.get(node.id).position.set(...)` is a
    defensive imperative update so motion feels snappy.

Added: `sfx:grid-snap` emit on grid-cell cross, matching the placement
tools' behavior. Move now sounds like placement.

The `preview` slot on NodeDefinition stays — still used by ShelfTool
for the placement cursor (where no real mesh exists yet). Phase 4 may
consolidate placement preview with the renderer too.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 16:05:40 -04:00
Wassim SAMADandClaude Opus 4.7 e84b1ec8bc Add preview slot to NodeDefinition; show translucent shape during move
User feedback: the move tool's CursorSphere is just a vertical line,
hard to tell what you're moving. Placement gets a translucent shape
that follows the cursor; move should too.

NodeDefinition.preview?: () => Promise<{ default: ComponentType<{ node }> }>
opt-in lazy component that renders a translucent ghost of the node.
Used by:
- The placement tool (ShelfTool) — renders the preview at the cursor
  position so the user sees the shape they're placing.
- The move tool (MoveRegistryNodeTool) — renders the preview at the
  drag target alongside the CursorSphere. Plus the original node is
  also dragged via live transforms, so the user sees both: the actual
  node moving + a translucent ghost at the same spot.

Implementation:
- New nodes/shelf/preview.tsx: ShelfPreview component. Renders the
  same shape as ShelfRenderer but `transparent: true, opacity: 0.5`.
- shelfDefinition.preview = () => import('./preview').
- ShelfTool's placement preview now uses <ShelfPreview node={defaults} />
  instead of an inline copy of the box geometry.
- MoveRegistryNodeTool lazy-loads `def.preview` (cached by loader,
  Suspense-wrapped). If a kind doesn't define `preview`, only the
  CursorSphere shows — matches today's behavior.

Phase 4 may merge `preview` with `renderer` behind an `opacity` prop
so kinds don't duplicate JSX between the solid and translucent
versions; until then defining `preview` is opt-in and one extra file.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 16:01:32 -04:00
Wassim SAMADandClaude Opus 4.7 a090c22f42 Move + duplicate for registry kinds via MoveRegistryNodeTool
Shelf had the floating action menu (move/delete) showing thanks to
the previous registry-driven selection commit, but clicking move
did nothing and duplicate silently failed. Two hardcoded chains:

1) FloatingActionMenu.handleMove guarded `setMovingNode` behind a
   hardcoded `node.type === 'item' || ... || node.type === 'spawn'`
   chain. Added `|| isRegistrySelectable(node.type)` so any
   registry kind triggers the move flow.

2) MoveTool dispatched per-kind components (MoveItemContent,
   MoveColumnTool, MoveWallTool, ...). The default fallback
   mounted MoveItemContent, which assumes the node is an ItemNode
   with asset/scale/metadata — crashes for shelf. Added a generic
   MoveRegistryNodeTool (kind-agnostic clone of MoveColumnTool):
   pure position+rotation drag with grid snap, re-parses orphan
   re-creates via `nodeRegistry.get(kind).schema.parse(...)`.
   MoveTool dispatches to it for any `nodeRegistry.has(movingNode.type)`
   before the MoveItemContent fallback.

3) FloatingActionMenu.handleDuplicate had a hardcoded
   `node.type === 'door' ? DoorNode.parse(...) : ...` chain. Added
   a registry-driven fallback after it:
   `const def = nodeRegistry.get(node.type); duplicate = def.schema.parse(duplicateInfo)`.
   Then the createNode + setMovingNode branches also augment with
   `nodeRegistry.has(duplicate.type)` so the new shelf gets
   created in the scene and handed off to the move tool for
   placement.

After this:
- Click shelf → move icon in floating menu → cursor follows mouse,
  click to place at new position.
- Click shelf → duplicate icon → new shelf appears, offset by (1,0,1),
  handed to move tool so the user can position it.

Phase 4 will collapse MoveRegistryNodeTool with the per-kind movers
once they all reduce to the same position+rotation shape, and read
`capabilities.movable` to gate handleMove instead of the OR chain.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 15:39:36 -04:00
Wassim SAMADandClaude Opus 4.7 6d97a87547 Selection: registry-driven, drop spawn flag, restore green color
Two concerns from the spike:

1) Selection / floating-action-menu had hardcoded kind lists scattered
   across 4 files. Adding 'shelf' to each one per migration was the
   wrong abstraction — the user's question "did you make it generic
   from the noderegistry?" was the right one. Done now.

   Added to @pascal-app/core/registry:
   - getSelectableKinds(): string[] — returns all registered kinds
     whose definition declares `capabilities.selectable`.
   - isRegistrySelectable(kind): boolean — predicate for OR-chains.

   Refactored hardcoded sites to merge registry kinds at runtime,
   keeping legacy hardcoded lists intact so existing kinds keep
   working unchanged:
   - editor SelectionManager: 4 subscription loops (enter/leave/click)
     + structure.isValid + getSelectionTarget — all augment with
     registry kinds. Phase 6 deletes the hardcoded lists.
   - viewer SelectionManager: subscription loop + SelectableNodeType
     broadened with `(string & {})` to accept registry kinds.
   - floating-action-menu: ALLOWED_TYPES OR'd with isRegistrySelectable.
   - Removed the manually-added 'shelf' entries from previous commit
     857ddd4; they were redundant once the registry-driven path landed.

   Future built-in nodes that declare `capabilities.selectable` get
   click-selection + hover + the floating action menu (move/delete
   icons) for free, no editing of these 4 files.

2) Spawn parity is signed off. Drop the
   NEXT_PUBLIC_USE_REGISTRY_FOR_SPAWN flag entirely; spawn registers
   unconditionally in builtinPlugin.nodes. Restored SPAWN_COLOR to
   the original #22c55e green (was #ef4444 red as a Phase 2
   verification marker).

Pre-existing typecheck errors in editor (ceiling/fence/slab tree-node,
scene.ts buildingId) are unchanged.

630 tests still pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 15:22:51 -04:00
Wassim SAMADandClaude Opus 4.7 857ddd4d95 Register 'shelf' in selection managers (5 arrays + 1 type union)
Shelf renderer was emitting `shelf:click` / `shelf:enter` / `shelf:leave`
via useNodeEvents from the previous commit, but no listener subscribed
— the SelectionManager components (one in editor, one in viewer) each
maintain hardcoded allTypes arrays that didn't include 'shelf'.

Adds 'shelf' to:
- editor/selection-manager: 5 allTypes arrays (one per selection strategy
  — structure, structure-hover, furnish, site, deselect-also-listens-to).
- viewer/selection-manager: the SelectableNodeType union + allTypes
  array.

Shelves can now be clicked / hovered in the 3D canvas and the
selection state updates correctly.

The hardcoded arrays are exactly the kind of cross-cutting friction
the registry is supposed to eliminate. Phase 4 should derive these
lists from `nodeRegistry.entries().filter(d => d.capabilities.selectable)`
so adding a new kind doesn't require editing two files.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 15:05:22 -04:00
Wassim SAMADandClaude Opus 4.7 d17e083c77 Add sfx:grid-snap on cursor cell-cross for shelf + spawn
Matches the wall / slab / curve-wall tool pattern: emit
sfx:grid-snap only when the snapped position changes (cursor crosses
a grid cell), not every frame of mouse movement within the same cell.
Tracked via a `previousSnapRef` per tool, reset when the tool
re-activates.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 15:01:56 -04:00
Wassim SAMADandClaude Opus 4.7 76794ceb7d Wire shelf + spawn placement polish: SFX, cursor, sidebar, selection
User-visible follow-ups after first running the Phase 2 spike.

Spawn tool now matches legacy UX:
- CursorSphere from @pascal-app/editor for the placement indicator
  (ring + line + tool-icon tooltip) — was a plain sphere mesh.
- Emits sfx:structure-build on commit + setTool(null) + setMode
  ('select') to exit build mode, matching legacy spawn-tool.

Shelf tool placement:
- Emits sfx:structure-build on commit.
- Cursor preview now shows top board + brackets (was just the top),
  matching what gets placed.

Shelf selectable from the 3D canvas:
- ShelfEvent type added to @pascal-app/core/events/bus.
- 'shelf' added to NodeConfig in useNodeEvents.
- ShelfRenderer wires `useNodeEvents(node, 'shelf')` handlers onto
  every mesh. Clicks/hovers now bubble through the editor's selection
  manager and update useViewer.selection.

Shelf appears in the sidebar:
- ShelfTreeNode component (mirrors spawn-tree-node's shape +
  selection/hover/rename wiring; lucide Layers icon).
- TreeNode dispatcher adds a `case 'shelf':` arm.

Framework changes:
- @pascal-app/editor exports CursorSphere alongside triggerSFX.
- @pascal-app/nodes now declares @pascal-app/editor as peer/dev dep.

Pre-existing typecheck errors in @pascal-app/editor (ceiling-tree-node,
fence-tree-node, slab-tree-node, scene.ts) are unchanged — present on
main and not introduced by this commit.

630 tests still pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 14:55:03 -04:00
Wassim SAMADandClaude Opus 4.7 a89a1efccf Fix spawn flag inlining + shelf cursor frame + simpler renderer
Three concrete bugs surfaced when first-running the spike in community:

1) NEXT_PUBLIC_USE_REGISTRY_FOR_SPAWN flag never detected:
   The previous readEnvFlag used dynamic bracket access
   (`env?.[name]`), which Next.js / Turbopack does NOT substitute at
   build time. Only literal `process.env.NEXT_PUBLIC_FOO` references
   get inlined into the client bundle. Switched to literal access
   plus a `typeof process` guard. Spawn now toggles via the flag as
   designed.

2) Shelf cursor appeared offset from the mouse:
   The cursor mesh lives inside the ToolManager's building-local
   group, but the tool was setting `cursorRef.current.position` to
   level-local coordinates (computed via `worldToLocal(level)`).
   Result: cursor shifted by (building-pos − level-pos) in worst
   case. Switched cursor display to use `event.localPosition`
   (already building-local) with grid snap — matches the legacy
   spawn-tool pattern. The commit path keeps the worldToLocal(level)
   conversion since the shelf node's `position` field is stored
   relative to its level parent.

3) Shelf rendered invisibly after click (suspected):
   The renderer used a useEffect-swap pattern where it mounted an
   empty <group> and imperatively added Three.js children from a
   buildShelfGeometry() Group. Plausibly fragile under StrictMode
   double-invoke or fast HMR. Switched to inline R3F JSX — top
   board + brackets as plain <mesh> primitives. The pure geometry
   function still exists in geometry.ts for tests and AI-authored
   consumers; renderer just doesn't go through it.

Diagnostics added (dev-only; removed once spawn parity ships):
- `[shelf] placed <id> level-local <pos> parent <levelId>` on click
- `[shelf] rendered <id> at <pos>` on mount

Also: types: ["node"] in nodes/tsconfig.json so the typeof process
guard typechecks cleanly.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 14:27:08 -04:00
Wassim SAMADandClaude Opus 4.7 ac71c1a83b Fix shelf cursor tracking + bigger snap step; tint registry spawn red
Three small follow-ups after the first user-visible spike test.

shelf cursor stuck at origin:
  The placeholder cursor is a translucent slab inside a <group ref>.
  The tool was calling setCursor(state) on every grid:move, which
  triggered a React re-render. R3F re-applies props on each render,
  and since the <group> had no `position` prop, the implicit default
  [0,0,0] clobbered the imperative `position.set` from the previous
  tick. Result: cursor stuck at level origin instead of following
  the mouse.

  Fix: drop the unused useState entirely. Pure imperative position
  updates via the ref. No re-renders, no clobbering. (The legacy
  spawn tool gets away with the same pattern because CursorSphere
  buffers its position prop differently — but for the spike, the
  simpler model is fine.)

shelf snap step:
  Was 0.1 (10cm) — much finer than the editor's default 0.5 grid.
  Bumped to 0.5 (matches the toolbar grid setting and the legacy
  half-meter snap pattern used by spawn/column).

registry-driven spawn renderer paints red:
  Temporary verification marker. With NEXT_PUBLIC_USE_REGISTRY_FOR_
  SPAWN=1, spawns rendered via the new path now appear in #ef4444
  red. Legacy renderer stays in #22c55e green. Easy visual check
  for "which dispatch path is this spawn on?" Reverted in the PR
  that signs off spawn parity (alongside legacy file deletion).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 13:59:49 -04:00
Wassim SAMADandClaude Opus 4.7 88546d26f0 Bootstrap: log registered kinds + expose nodeRegistry on globalThis in dev
Verification anchor for "which path is running this kind?":

  [pascal:registry] loaded pascal:core v1 (1 kinds: shelf)

prints in the browser dev console on app boot. Empty array means every
kind is on the legacy dispatch path. A kind in the array means the
registry-first NodeRenderer / ToolManager shims own it (legacy path is
short-circuited).

Also exposes `globalThis.__pascalNodeRegistry` in dev so you can run
ad-hoc inspections like `__pascalNodeRegistry.has('spawn')` from the
console. Production builds skip both.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 13:50:30 -04:00
Wassim SAMADandClaude Opus 4.7 b6d77206b4 Phase 2 spike: spawn migration (flagged) + new shelf node
The first time registry-driven nodes actually run in the editor.

Spawn migration (under NEXT_PUBLIC_USE_REGISTRY_FOR_SPAWN flag):
- New packages/nodes/src/spawn/ folder with renderer, tool, schema
  (re-exported from core), parametrics, definition, index.
- Spawn definition appended to builtinPlugin.nodes only when the flag
  is set. With the flag off, the Phase 0 shims fall through and the
  legacy SpawnRenderer / SpawnTool keep ownership.
- New no-props SpawnTool reads activeLevelId from useViewer directly,
  matches legacy placement behavior (half-meter snap, singleton-per-
  level, replace-on-reclick).
- Structural parity test (9 cases) validates definition shape +
  schema identity. Pixel-diff defers to Phase 4 alongside more nodes.

New shelf node (no legacy — registered unconditionally):
- ShelfNode schema in core/schema/nodes/shelf.ts (hand-maintained
  AnyNode union for now; Phase 6 derives the union from the registry
  and moves the schema fully into nodes/shelf/).
- packages/nodes/src/shelf/ folder: pure geometry builder
  (buildShelfGeometry returns a Three.js Group of top board +
  brackets), R3F renderer that mounts the built group, no-props
  placement tool, parametrics descriptor (width/depth/thickness/
  height/bracketStyle/color), definition with surfaces.top stackable
  surface for future stacking, and presentation metadata for the
  palette.
- 13 unit tests across schema bounds and geometry behavior.
- Palette wiring: 'shelf' added to StructureTool union + an entry in
  the structure-tools array (placeholder icon, replaced in Phase 4
  when palette is registry-driven).

Framework changes:
- @pascal-app/viewer now exports useNodeEvents from its public barrel
  so node bundles in @pascal-app/nodes can subscribe to node-specific
  pointer events. (Used by spawn renderer; shelf renderer skips it
  for now since useNodeEvents has a hardcoded kind list — Phase 4
  generalizes it via the registry.)
- @pascal-app/nodes gains @pascal-app/viewer as a peer + dev dep so
  node bundles can import from it.

630 tests pass across 76 files (22 new this phase). Editor app
continues to ship green with both legacy spawn and the new shelf
node co-existing through the Phase 0 dispatch shims.

To validate end-to-end in dev:
- bun dev:community → open editor → click 'Shelf' in structure
  toolbar → click to place. Confirms full registry path
  (NodeRenderer dispatch + ToolManager dispatch + sceneRegistry
  byType Proxy).
- Set NEXT_PUBLIC_USE_REGISTRY_FOR_SPAWN=1, restart dev, place spawn
  → visually identical to legacy. Confirms parity.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 13:07:38 -04:00
Wassim SAMADandClaude Opus 4.7 e8cf85313b Add cascade resolver bench harness, p95 gate < 2ms (Phase 1, 6/6)
Builds a 15200-node fixture (50×100 wall grid + 8000 hosted doors +
200 sparsely-indexed slabs) and runs `cascadeDirty` 1000 times with
warm-up. Reports p50/p95/p99/mean/max in ms.

Runs via `bun run bench:registry` from the core package.

Today: p95 measured at ~0.002ms — three orders of magnitude under the
Phase 1 gate of 2ms. Headroom is substantial; we'll only revisit this
if Phase 3 wall introduces `linkedBy: 'endpoint-match'` and pushes the
inner cascade past the gate.

Not wired into CI for v1 — regressions reviewed manually before phase
gates. Output is JSON so a future CI step can diff against a baseline.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 12:44:25 -04:00
Wassim SAMADandClaude Opus 4.7 e799ff70da Add DragSession + useDragAction hook (Phase 1, 5/6)
Pure orchestrator in core, thin React wrapper in editor:

- `core/services/drag-session.ts` — `createDragSession(action, scene,
  options)` returns an imperative session with `start / move / commit
  / cancel / dispose / isActive / getDraft`. Pauses history on start,
  resumes on terminate. Per-move runs preview → snap → apply, then
  cascades dirty marks via the relations resolver (deduped across
  ticks). Re-entry guard, idempotent dispose, fires onCommit/onCancel
  callbacks. All tested in bun:test — no React needed.

- `editor/src/hooks/use-drag-action.ts` — wraps the session with the
  editor's grid-event emitter and an Esc-to-cancel keyboard listener.
  Builds a `SceneApi` once via `createSceneApi(useScene)` at module
  init. The hook itself is small enough to read top-to-bottom; all
  behavior lives in the session.

Tests (13 cases) cover the hard parts: history pause/resume bracket,
explicit cancel restoring all touched nodes, dispose mid-drag, commit
returning false short-circuiting to cancel, snap callback wired in,
re-entry rejected, deduped dirty-mark across multiple move ticks,
hosts cascade from the registry firing in apply.

No callers yet — Phase 2 column and shelf tools are the first
consumers.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 12:43:12 -04:00